Author Topic: pets and dominate animal. spoilers on monster stats  (Read 1200 times)

Offline peter

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pets and dominate animal. spoilers on monster stats
« on: August 05, 2006, 07:47:44 AM »
I've been playing around with dominate animal, and looking at WMONdefault.txt to see which monsters would make the best pets.

 What's up with some monsters not having skills for their intrinsic weapons?  e.g Dragon Rats have Flame Breath (beamgun SCATTER BURN), but no small arms skill.  This could be intentional, since it might still hit for at least some damage.  But it's only DC2.

 I checked out the set of non-combat skills possesed by any dominatable monster.  I love that gremlins have General and Mecha repair!  They have hands, so you can give them a rifle, armor, and a shield.  They're pretty wimpy, and can't carry much, though.  If you set DIRECTSKILLOK, they'll eventually learn small arms, and then improve it when you Do Training.  I think Electric Rats having Flirtation is a typo.  Right?  "Hey baby, I can shoot lightning.  Hubba Hubba."

 I don't think I've ever encoutered a Thunder Rat.  Maybe I just wasn't paying attention to what I was killing, but has anyone else ever seen one?  An electric rat should evolve into one after 3000 XP.  Speaking of rats, too bad radioactive rats will never use their self-destruct.  (Melee, DC9, armorpiercing blast 3!)  The AI never makes BLAST attacks that hit itself.  I could add an UNSAFE tag, to make the AI not check SafeToFire()...

 Speaking of evolution, why aren't there any monsters in the BEAR genepool with a non-zero evolveat?  Did some of the bears used to be able to evolve in earlier versions, or what?

 Do Hunter-Xs make good lancemates?  (Only the Larvae have a DomTarget, so you have to get them when they're young.  But then they can evolve into anything.  It looks quite well thought out.)  They don't have hands, so the only ranged weapons you could give them would be ones integrated into armor or shields.  (Tails can equip shields, including gun-shields.  And it's pretty funny to put a ceram breastplate and helmet on a dragon serpent or a stormfeather, or otherwise completely non-humanoid body.  In GearHead, a rat can aim and fire a havoc legging. :)

 The key strategy for giving good ranged attacks to monsters is to have a couple Solar Spears + magnet tokens in their general inventory.  They can throw them from there.  The max range is (body+2)/3 + 2, capped at 12.  Omega-1004 is pretty good with a solar spear, too.  I find giving lancemates (as opposed to pets) a Laser Cannon + Gas Vents, a shield and some other weapon, and a Solar Spear + Magnet Token in their inventory, is a very good combination.  Or if they're not that strong and have good small arms to start with, I'll give them a rocket rifle and laser rifle.  And everyone gets deathwings!  And a blade bracer for weapon parrying and a high-damage melee attack.  armless creatures can wear blade bracers.
(grenade throwing range is (body+2)/3 * 2 + 1.  again, body+2/3 is capped at 10.  The AI never uses grenades.)

 One cheap way to get more pets in your lance than your charm, leadership, and renown should allow is to kill enough pets to get your lancemates down below the limit, since the lancemate points counting function only counts active gears.  This makes sense, because if you just dominated a rat to use as cannon fodder, you want to be able to dominate another one when the first one dies.  It is possible to do this without becoming chaotic, and without any risk of not being able to revive them:  You become a villain for attacking a non-enemy only if you target them (i.e. their tile).  Area attacks that just happen to hit them don't have _any_ effect on your reputation.  It's very easy to hit someone with a plasma cannon without targetting their tile, so the attack code doesn't know you were aiming at them on purpose.  Similarly for a thumper or grenades (and ARMORPIERCING BLAST attacks are quite effective).  Taking a lot of damage is bad for morale, of course.  Lancemates that have a repair skill, esp. mecha repair, can get lots of XP, which is an easy way to cheer them up.  XP is the only significant source of positive morale for lancemates, AFAIK, so a code breaking expedition works too.  (And is double useful after getting a bunch of new lancemates.)

 When the PC uses a repair skill on a destroyed (dead) character gear, they take 30 points of structural damage (general hit points) if they're still destroyed after the repair attempt.  i.e. if you use medicine and it doesn't bring them back on the first try, you're 30 points in the hole.  This can be a problem if their head or body is destroyed and their hitpoints are at zero.  The repair attempt won't divide the repair points between the modules and general hitpoints.  It will fix one all the way up before doing anything to the other.  This 30 point penalty is in backpack.pp, where it only applies to the PC.  BTW, this applies to _any_ repair skill, so don't go fixing your lancemate's armor before using medicine!

 Lancemates call userepair from aibrain.pp, and nothing bad happens if a character is still dead after they try.  Otherwise there'd have to be a lot of code to make sure they didn't come in with medicine skill 1 and make someone nearly un-recoverable.  (If you can repair more than 30 damage in one medicine attempt, you can save anyone if you have enough time and repairfuel!)  Anyway, a lancemate with medicine (or biotech or general repair, as appropriate) can restore any dead lancemate or pet with 100% success.  I would consider this to be exploiting the game mechanics (literally, if it's general repair).

 Good lancemates so far:
 Moon Bear:  Good body stat (19), and good at armed combat (Re 17, Armed Combat 8.  Dodge 4).  Does pretty well with a solar spear, and of course doesn't die very easily.  Can wear armor on all body locations, and even carry a shield!  Now that's sillly.  I renamed my Moon Bear to State O' Maine.  They're not that hard to dominate either (DomTarget 19).  And their intrinsic weapons are good.  They don't have Initiative or Vitality, like some bears, but they can learn Vitality.  Nothing gives Initiative skillxp, though.

 Gremlin: biotech, so good for giving the rest of your lance some biotech skill practice.  They can wear armor, but they have no dodge skill.  If you set DIRECTSKILLOK, they'll probably learn it after a while.  They'll probably learn Vitality first...  They have general and mecha repair skills, so a gremlin would be an asset for a PC with no other lancemate with those skills.  (mecha repair is mostly useful for the XP.  I don't usually use it in the field, and you can always repair between fights.  You have to buy repair supplies, too, so you're not saving money.  Well, except for scavenged mecha parts from a Sentinel, which just cost MP to get, but they're too rare for that to matter.)  Gremlins are the only dominatable monster with hands.

StormFeather:  Nice long-range haywire weapons, and the lightning storm is SWARM.  Good combat skills.

Hunter Larvae:  Will evolve into a Hunter-X.  All the Hunter-Xs <= the Hunter Killer can evolve further.  (if it doesn't have an extendable jaw, it can evolve.)  A hunter-destroyer wearing external armor and carrying solar spears and a lobster shield would be unstopable.  except from long range, of course.

fire penguin: Will evolve into an emperor fire penguin, which has a Hyper beamgun and an Armorpiercing emelee Flaming Peck, (That's +4 penetration!), and swarm missile feathers.  You can dominate an emperor fp directly, though (target 25).  Emperors have skill rank 8 in all the attack skills (6-9), and dodge 10. Initiative 8.

Dragon Serpent: Will evolve into a dragon (after 20000XP).  Dragons are good.  Might not really pull its weight until then.

Albino alligator: body 20, AC 5, so could hit at long range with a solar spear.  Has lots of skills, including spot weakness.

Sea Dragon: Armed Combat 12.  Body 19.  Besides being a tough dragon, it could rip anything to shreds with solar spears!  DomTarget 25.

Deep Lobster: Body 29.  no AC, but they can learn.  Their electric jolt has INTERCEPT.  Cool.

Offline Tung Nguyen

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« Reply #1 on: August 06, 2006, 06:21:40 AM »
Quoting: peter
Speaking of rats, too bad radioactive rats will never use their self-destruct. (Melee, DC9, armorpiercing blast 3!)

I think I remember a radioactive rat self-destructing in GearHead 2. It certainly came as a surprise for me.

Offline macksting

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« Reply #2 on: August 06, 2006, 08:55:51 PM »
I was going through the code to figure out MYSTERY tag meanings, as a result of that recent revelation, and ended up finding the Self Destruct feature.
Damndest thing. I was suddenly rather glad this didn't happen much. Only thing that could make it worse is if it caused poisoning or plague when it exploded...

Offline Joseph Hewitt

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« Reply #3 on: August 07, 2006, 12:16:44 AM »
I meant to look into that. NPCs won't use an area attack that will affect themselves or their allies if they pass a Knowledge roll. At some point in GH's history, the radioactive rats stopped using their self destruct altogether. I'll have to check that the Knowledge roll is still being made, and also that the rats are still stupid enough to blow up.

Offline peter

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« Reply #4 on: August 07, 2006, 06:54:28 AM »
Knowledge roll?  SafeToFire() in aibrain.pp doesn't do that (and neither does any of the AI attack code.)  I guess that makes sense, but it doesn't take much brainpower for a human mercenary not to shoot his boss with a plasma cannon.  Or is the idea that they might not be able to figure out the geometry?

 I'd be happy with making SafeToFire look like this:
if Kn <= 3 or (something random)
   then SafeToFire := True
else if line
else if blast

 So your usual lancemates wouldn't ever fry your ass with a plasma cannon.  The randomness could involve the PC's leadership skill if it's a lancemate.  Otherwise, a Knowledge check might work.

Offline Anticheese

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« Reply #5 on: August 07, 2006, 07:01:43 AM »
The problem with the "else if line/blast" is that Mecha piloting lancemates that are equipped with line/blast weapons will become pussies.

The code needs to take into account reasonable risk and perhaps check how well armoured your mecha is VS how many Mecha are around you, So it can make (semi)intellegent judgement on the question of: "Do the benifits outweigh the risk?"

Offline peter

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« Reply #6 on: August 07, 2006, 07:59:45 AM »
Well, right now they are total wimps by your standards.  Except that drones are on a special team, so they have no qualms about blasting drones away the turn after they launched them...

 Oh BTW, if radioactive rats will use their self-destruct in GH2, I guess the AI attack code must have some differences from GH1.  Joe, is getting my patches into GH2 a problem?  Should I avoid code cleanups and cosmetic changes because of the GH1 vs. GH2 thing?

 Maybe I'll just try playing GH2 and have a look at the code sometime. :)

Offline macksting

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« Reply #7 on: August 07, 2006, 08:07:58 PM »
Here's a thought. You could, as was the case in Fallout 2, have a second set of orders just for those NPC friends who are intelligent and conversational. One, "Always burst," would mean that they never evaluate risk and always use maximum firepower against opponents.
Another, "Sometimes burst," would randomly determine whether or not the risk is enough, possibly throwing in the general difficulty of the opponent as a determining factor. "I don't wanna die! Screw you, boss."
Third would be "Never burst when I'm at risk," which would be an order to always take risk into account as a trump card.

Sounds complicated; think it's too much?

Offline Reaver

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« Reply #8 on: August 07, 2006, 09:44:35 PM »
There's an easier way that works semi-intelligently...

Blast/Path attacks check if the attack, should it affect one of their own, and do non-lethal damage to one of their own?

For the Rat, this wouldn't interfere with his knowledge coding as all mecha have 3+ knowledge?

Offline Joseph Hewitt

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« Reply #9 on: August 08, 2006, 12:29:00 AM »
Quoting: peter
Knowledge roll? SafeToFire() in aibrain.pp doesn't do that (and neither does any of the AI attack code.) I guess that makes sense, but it doesn't take much brainpower for a human mercenary not to shoot his boss with a plasma cannon. Or is the idea that they might not be able to figure out the geometry?

The idea was one of not being able to figure out the geometry, mostly, with maybe a bit of rash decision thrown in.

I must have removed that code at some time for some reason. The check is there in GH2, but not in GH1. I've just added it to GH1 again.

Quoting: peter
Joe, is getting my patches into GH2 a problem? Should I avoid code cleanups and cosmetic changes because of the GH1 vs. GH2 thing?

It hasn't been that much of a problem, no. I've been adding most of your patches by hand, mainly so that I can see exactly what they're doing but also so that I can see if they'll work in GH2 as well. Code cleanup is a good thing even if it's only for GH1, I think.

Offline peter

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« Reply #10 on: August 08, 2006, 03:05:59 AM »
Quoting: Joseph Hewitt

It hasn't been that much of a problem, no. I've been adding most of your patches by hand, mainly so that I can see exactly what they're doing but also so that I can see if they'll work in GH2 as well. Code cleanup is a good thing even if it's only for GH1, I think.


You might want to have a look at the files section, then, since I just uploaded a complete diff of my current hacked up tree against GH-1.002.  Notable changes are some bugfixes to the AI attacker heuristics, e.g. HYPER and BRUTAL.  Also, I set the starting value (before further division) for missile burst size is now 2/3 of the ammo remaining, instead of half.  The AI was just not firing enough missiles.


 If you're just going to go through by hand, you might want to apply it to a copy of the GH1 tree, and then diff that against your current version.  Or if it helps, I can send a diff against the state things were in when I posted my last big  patch to the mailing list.  (I'm really liking being able to do stuff like that using CVS's revision tags...  I'd never made much use of CVS before.)

 BTW, a common modus operandi for managing patches in open source projects is to have a look at the patch, and then apply it if you like it.  This works best when a patch only does one thing.  The patches I've been sending tend to have several different changes all in one patch, though.  If you're happy to go through them by hand anyway, I won't worry too much about keeping unrelated but also useful changes in separate patches.

 As for code cleanups, I did some in aibrain, with the NPC chat and flirtation routines, since I didn't like the look of printing the same message from two different lines of code.  I moved some common stuff out of the conditionals, but I'm really not sure it's any cleaner or easier to read.  It just has less duplication and fewer lines of code, which is not the same thing as readability.

 I'm more willing to stand by some of my comment cleanups.  e.g. there was a comment that looked like it had the true/false sense of the function's return value backwards!

 BTW, IsLegalSubcom should probably be a little more sophisticated than I've left it.  I have it saying that anything is a legal subcom of a GG_Modifier. :/

Offline draconuszero

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« Reply #11 on: August 14, 2006, 04:57:33 AM »
After doing many Snake Lke sewer runs, I am a fan of dragon serpents.  Currently i have 3 of them, with the most experienced one being able to hold his own in lvl 2 more or less.  The others aren't as experienced, but at least their breath attacks will slowly lower opponents' stamina, with my alpha serpent using martial arts attacks when close and sniping with his breath from afar!.  Btw, do they turn into dragons in gh1 or is it just 2?  I am planning on playing gh2 when its a bit when its a bit past .500 or so...

Offline peter

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« Reply #12 on: August 14, 2006, 07:00:18 PM »
Quoting: draconuszero
Btw, do they turn into dragons in gh1 or is it just 2? I am planning on playing gh2 when its a bit when its a bit past .500 or so...


 Dragon Serpents EvolveAt 20000 XP.  So when you "do training" with them and their total XP (not just free XP!) is past the evolveat target, a random monster from their gene pool that kicks more ass is selected, and they turn into it.  The DRAGON gene pool includes most of the dragons you'll encounter, but not the most powerful.  They drop all their equipment, too.  It would be nice if evolving monsters had their equipped items go to their inventory, not on the ground.

Offline macksting

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« Reply #13 on: August 14, 2006, 07:38:13 PM »
a) Can Gremlins be made pilots of mecha? That would be so frickin' funny... and maybe just a little too much like a gremlin.
b) More important question. Is there any median between an opposing animal being an enemy and the opposing animal fighting for you? It seems to me there ought to be.

If there isn't, could there feasibly be an in-between, where the monsters sees you as no threat and just ignores you, bumbling about the level? Or maybe just disappears because it's either afraid or unconcerned, making room for other hostile monsters? This wouldn't have to be quite as high a check I don't think, but coding it in might bump up the difficulty for actually gaining their help in combat. Not sure what that effects.

Offline draconuszero

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« Reply #14 on: August 15, 2006, 12:23:08 AM »
On the topic of pets, how can you check how much exp your pets have?